2009 October | Blender Minutes

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Ara is evolving

Ara Head - first test

After all I decided to continue modeling on Ara before doing the rigging on both models.

I was maybe too optimistic or naive (or both) about modeling Ara. I soon trashed my first try after recognizing that there are some huge gaps in my knowledge and experience.

It’s just different to model something which exists in the real world, where any minor mistake done is immediately obvious.

I did some studying of existing head topologies and looked at a lot of reference pictures, both anatomy and normal pics. I even used my hands to feel/grasp the anatomy of my own head as well of my daughters.

With all this done I started from scratch, this time using the topology I studied from the ’simple’ model Angela Guenette from the Durian team was doing as test drive for blender 2.5. This helped a lot and gave me some good starters.

Its still a lot of work and tweaking. As of now Ara is not ‘perfect’, but she goes in a direction, where I recognize her as the girl I want to see in the short. And this is encouraging.

See here for a wire of the current state

Ara head wire

The image on top is just a quick render with some fake eyes and some very crude polygon hair, just to have a better idea.

Dragon Turntable

flying dragon

A quick update on the dragon model. I tried to incorporate some ideas I got from from feedback in my wip thread on blenderartists.org.

I corrected the size of the head and added some muscles at the base of the wings.

I have now to decide if I continue with the rigging of the dragon or if I stay with the modeling and start with creating Ara.

See here for a turntable video (without the table) of the current dragon model in a nice pose.

Dragon Model – Ara’s Tale from loramel on Vimeo.

The dragon model is finished – for now

Dragon pose

Doing a short is definitely different to doing a still. Besides from being much more work, its the various aspects for animation influencing the modeling which kept me busy since the last update. And its a wealth of information about oneself.

I also learned to better economize my energy. I tend to immerse myself completely into the project, blending away hours far into the night. This is not advisable for a project like this, as the end point is too far away and I end up exhausted both emotionally and physically. This in turn affects motivation and I already had to experience my first low during this project.

Anyway, I think the dragon as a model is more or less finished. The storyboard guides me here as I know which parts of the dragon will be seen in high detail. The head will have some very near closeups and received the most attention.

As I started with the first rigging steps, I recognized that weight painting (especially with the bone heat method) is not functional once you have a mirror modifier on your  model. That makes me a little nervous. In order to do the weight painting I have to apply the mirror modifier, so I have to be sure there won’t be any major modeling tasks coming along.  I do not have  the experience if the animation workflow will demand any changes on the model (like changing topology for better deformation etc) . If there are, well then it will be more work.

As for the rigging progress,  I only have added the deformation bones with some weight painting to see if the poses work as I want them to be. As it turns out, tweaking the deformation will be quite some task …

I also stumbled upon a problem with bone heat weighting. At first blender always told me ‘failed to find solution for one or more bones’. I checked all the naming and setup of the bones but could not find an error. For weight painting I had the subsurf modifier deactivated, as this slows down the process drastically. Only reactivating the subsurf modifier ( and only using level 2 ?) let me use the heat weighting feature. I just fail to see how the subsurf modifier should influence the heat weighting solution …

I want the dragons rig finished before starting to model Ara. And this includes creating a nice controller set and maybe even a fly-cycle for the dragon. To get nice deformations especially on the head area and on the wings I will most certainly use action constraints, maybe mixed with ipo driven shape keys, but here I have to gather more experience.

Texturing and lighting is the area which I like most, so its very tempting to work immediately on the dragon, but I stay firm. The sculpting, texturing, uv-unwrapping and materials will all come after all the animation is done. This again should avoid unnecessary work.

Here are some wires of the current dragon model.

dragon_model_14

dragon_model_15

dragon_model_16

And here are some poses done very crudely with the current deformation-only rig. The poses are taken from actual shots from the storyboard. I wanted to see how they work out on the 3d model.

dragon_model_12

dragon_model_13

Actual status


----------------------------------------------
8:45 Animatics
42:02 Concept Art
--12:00 Ara Design
--18:35 Color Tests
--11:27 Dragon Design
38:05 Modeling
--38:05 Dragon
2:46 Research
--1:16 2d-art
--1:30 animation
4:00 Rigging
--4:00 Dragon
4:30 Script
21:25 Storyboard
----------------------------------------------
121:33 Total